Paladin
Base Class: Paladin
  1. Champion of Fate: Do not question fate. Your destiny was chosen for you. Therefore, do not experience fear of your end. Every moment exists because it is allowed to. But fate without will is useless. Guide fate as you see fit, but remember your other tenants, lest fate abandon you.
  2. Infernal Protector: Safeguard those under your command with unwavering resolve. Your power is a shield for your allies, ensuring their loyalty and strength. By defending those in your charge, you secure your rule and extend your influence.
  3. Know Thy Limits: Recognize the boundaries of your power and never overestimate your strength. By understanding your limitations, you can avoid fatal pride and craft strategies that ensure success.
  4. Eternal Patience: True power comes to those who wait. Let your enemies grow complacent, then strike with precision when the time is right.

Hex Warrior

Hex Warrior

Oath of the Forgotten Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Forgotten Spells table, you thereafter always have the listed spells prepared.

Oath of the Forgotten Spells
Paladin Level Spells
3 Bane, Shield of Faith
5 Aganazzar's Scorcher, Misty StepSuggestion
9 Life Transference, Hypnotic Pattern
13 Charm Monster, Spirit of Death
17 Immolation, Geas

Convergence of Fates

You can use your Channel Divinity to cause a vergence of intertwined fates. As an action, you force one creature of your choice that you can see within 30 feet of you to make a charisma saving throw. On a failed save, the affected creature loses hit points equal to the number of missing hit points you have. You regain half of the inflicted damage as healing. A successful save negates this effect.

Hellstrike

You can use your Channel Divinity to strike with otherworldly force. When you hit with an attack from a melee weapon, you can use your Channel Divinity to deal additional hellfire damage equal to twice your level plus your charisma modifier.

Aura of Distortion

You constantly emanate an aura of time distortion. When an attack hits an ally within your aura of protection, you may use your reaction to reduce the attack roll by your charisma modifier. If the attack becomes a miss, and the creature is within range of the weapon you are holding, you may make an attack against that creature as part of this reaction.

Ebb and Flow

At 15th level when you deal damage with a smite spell, you may deal the same damage to another creature you hit this round.

Alternatively, after missing an attack, as a bonus action, you may expend a spell slot, to instead heal a creature within 30 feet a number of hit points equal to a number of d8s equal to 1+the spell slot level.

Eclipse of Destiny

At 20th level, you can invoke the Eclipse of Destiny as a bonus action, channeling your ultimate power to alter the very fabric of fate for 10 minutes. You gain the benefits below. Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

Fate’s Shield: You and up to six allies within 30 feet of you gain resistance to all damage types. Additionally, any time an ally within this range would be reduced to 0 hit points, they can instead drop to 1 hit point once per use of this feature.

Destiny’s Fury: Your weapon attacks deal an additional 3d8 radiant damage. If the target is a creature that has dealt damage to you or your allies in the last round, it also suffers disadvantage on attack rolls until the end of your next turn.

Eclipse Rebirth: Once during the transformation, if you are reduced to 0 hit points, you can choose to be healed for 100 hit points instead. Additionally, you can use this feature to fully restore your hit points and end the transformation (no action required).

Activate Eclipse of Destiny

At 20th level, you can invoke the Eclipse of Destiny as a bonus action, channeling your ultimate power to alter the very fabric of fate for 10 minutes. You gain the benefits below. Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

Fate’s Shield: You and up to six allies within 30 feet of you gain resistance to all damage types. Additionally, any time an ally within this range would be reduced to 0 hit points, they can instead drop to 1 hit point once per use of this feature.

Destiny’s Fury: Your weapon attacks deal an additional 3d8 radiant damage. If the target is a creature that has dealt damage to you or your allies in the last round, it also suffers disadvantage on attack rolls until the end of your next turn.

Eclipse Rebirth: Once during the transformation, if you are reduced to 0 hit points, you can choose to be healed for 100 hit points instead. Additionally, you can use this feature to fully restore your hit points and end the transformation (no action required).

 

Previous Versions

Name Date Modified Views Adds Version Actions
9/4/2024 8:47:38 AM
11
9
2024
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